Re: EUServer 2.02

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Kevin Sieger wrote:
>> EUServer would be very easily modified to echo the data received
>> by it from the end user to another 'place', without resorting
>> to popping it back over another port... other methods are far faster
>> and easier to send/receive data from EUServer to your
>> bbs/doorgame...

> Hmm, fill us in <smirk>!
off the top of my head, i can think of a couple 'methods' that
would be faster, and very likely easier than trying
to start coding twin tcpip stacks that run simultaneously
and that don't conflict... (having a stack for the win gui
that euserver is working with and another stack for dos, which
the doorgame/bbs is running through, seems like a very very
big place to walk into and snarf a headache trying to get
them not to conflict)

first way would be a 'stream'... not actually sending the
data to a file on disk, but similar in that we would need
a command that mimic'd open(), like maybe open_stream()
which would return a handle, just like open() and would
accept a parameter like the second parameter in open(),
ie:"w" or "r" ...etc since we would not need it to accept
a filename as open() does for its first parameter.

second way would be using a shared memory area, and passing
of a pointer upon bootup to the two programs after allocation
of the memory area and creating of the pointer.
the 'normal' method (read that easy) doesn't actually work,
you cannot just allocate() in one program and pass the pointer
to the other program, i've tried and failed.  this doesn't
mean it cannot be done, as someone better at this kinda
wierdness can likely get that to work, OR, we may
have another option for this method.  Blackdog and I were
talking about it as we are attempting to code a game
as well as the client and further mods to euserver, all
at once, and the game we wish to code is the driving force
behind development of euserver and it's client companion.
(well, the other driving force is the shared windows/telnet/internet
coding environment allowing multiple Euphorians to code on
a piece of software together, in real time... handy :))
the game we wanna create will likely be with neil but we
want it to talk to euserver. ralf may be looking at this
same issue, and we will likely talk with him about it as well.
the discussion blackdog and I had centered on what may be
a windoze API call along the lines of GlobalMemoryAllocate().
from what we understand after only a small amount of research,
it may be possible for us to alloc a block of mem that any
other windows program can access, and that may also be accessible
by dos programs under dos boxes... if so, problem solved.

the third method might be some sort of assembly routine written,
(hi pete! :) r ya busy? :)) or some sort of technique whereby
we could stuff a buffer, like the KB buffer mebbe or some other
low dos buffer that isnt used often, if ever, and passing
the data thru this buffer, a method quite similar to both
of the above methods. (one is a stream buffer, the second is
a memory buffer, and this third one might be considered as
some sort of a bios/hardware/cheating buffer...)

sooooOOOOO.... there are a few methods, and hopefully,
they fill you/others in :>

> > If the doorgame/bbs is not written yet, the simplest and fastest
> > method, is simply making EUServer INTO the bbs/doorgame.
> > It's already been tested to work on port23 anyway...
> Yah, been looking at doing this first but still want to make my game
> into something ppl with bbs' could use.  Why, you ask?  Love majormud
> for Worldgroup/MajorBBS, but nothing close exists for the rest of the
> bbs world.  I personally believe it can be done.  And my original
> would then be available strictly under EUServer, and I'd probably lose
> the bbs (have no desire to run one myself, just to make a great
> game).  Having EUServer communicate with the bbs first would just give
> me the opportunity to demo/debug the software personally.
well, the mods and methods described above, if you didn't make the
game yourself, would almost assuredly require access to the game
code (ergo:the majormud code) so that IT could be hacked as well
and recompiled to take advantage of what ever methodology we
decide upon to allow euserver to talk to dos programs WITHOUT
them requireing the use of ports... the game program would need
to be informed of the data appearing at euservers' welcome mat...

ttfn!

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